//-------------------------------------------------------------------------------------------------- // Name: SetMaterialOnEntity // Desc: Sets material on entity //-------------------------------------------------------------------------------------------------- void CGameEffect::SetMaterialOnEntity(IMaterial* pMaterial,EntityId entityId,PodArray<ItemString>* bodyAttachmentNameArray) { if(pMaterial && bodyAttachmentNameArray) { IEntity* pEntity = gEnv->pEntitySystem->GetEntity(entityId); if(pEntity) { SEntitySlotInfo slotInfo; bool gotSlotInfo = pEntity->GetSlotInfo(0, slotInfo); if(gotSlotInfo && slotInfo.pCharacter) { IAttachmentManager* pAttachmentManager = slotInfo.pCharacter->GetIAttachmentManager(); if(pAttachmentManager) { int attachmentCount = bodyAttachmentNameArray->size(); for(int i=0; i<attachmentCount; i++) { IAttachment* attachment = pAttachmentManager->GetInterfaceByName(((*bodyAttachmentNameArray)[i]).c_str()); if(attachment) { IAttachmentObject* attachmentObj = attachment->GetIAttachmentObject(); if(attachmentObj) { attachmentObj->SetReplacementMaterial(pMaterial); } } } } } } } }//-------------------------------------------------------------------------------------------------
void CLTagSingle::UpdateGrenadeAttachment( ICharacterInstance* pCharacter, const char* attachmentName, const char* model ) { CRY_ASSERT(pCharacter); IAttachment* pAttachment = pCharacter->GetIAttachmentManager()->GetInterfaceByName(attachmentName); if (pAttachment == NULL) return; IStatObj* pGrenadeModel = gEnv->p3DEngine->LoadStatObj(model); if (pGrenadeModel == NULL) return; IAttachmentObject* pAttachmentObject = pAttachment->GetIAttachmentObject(); if (pAttachmentObject && (pAttachmentObject->GetAttachmentType() == IAttachmentObject::eAttachment_StatObj)) { CCGFAttachment* pCGFAttachment = static_cast<CCGFAttachment*>(pAttachmentObject); pCGFAttachment->pObj = pGrenadeModel; //pObj is an smart pointer, it should take care of releasing/AddRef } else { CCGFAttachment* pCGFAttachment = new CCGFAttachment(); pCGFAttachment->pObj = pGrenadeModel; pAttachment->AddBinding(pCGFAttachment); } }
//------------------------------------------------------------------------ IMaterial* CItem::GetCharacterAttachmentMaterial(int slot, const char* name, bool owner) { IAttachmentObject* pAttachmentObject = NULL; if(IAttachment * pAttachment = GetCharacterAttachment(GetAppropriateCharacter(slot, owner), name)) { pAttachmentObject = pAttachment->GetIAttachmentObject(); } return pAttachmentObject ? (IMaterial*)pAttachmentObject->GetBaseMaterial() : 0; }
void UnHideAttachment(SActivationInfo* pActInfo) { IAttachment* pAttachment = GetAttachment(pActInfo); if(pAttachment) { pAttachment->HideAttachment(0); IAttachmentObject* pAttachmentObject = pAttachment->GetIAttachmentObject(); if((pAttachmentObject != NULL) && (pAttachmentObject->GetAttachmentType() == IAttachmentObject::eAttachment_Entity)) { IEntity* pAttachedEntity = gEnv->pEntitySystem->GetEntity( static_cast<CEntityAttachment*>(pAttachmentObject)->GetEntityId() ); if(pAttachedEntity) { pAttachedEntity->Hide(false); } } } }
void CVar::EnableDebugAnimText(IConsoleCmdArgs *args) { if (args && args->GetArgCount() > 1) { const char* szFilterName = args->GetArg(1); bool enable = true; if (args->GetArgCount() > 2) { enable = (strcmp(args->GetArg(2), "0") != 0); } CEntitySystem* pEntitySystem = GetIEntitySystem(); IEntity *entity = pEntitySystem->FindEntityByName(szFilterName); if (entity) { uint32 numSlots = entity->GetSlotCount(); for (uint32 i=0; i<numSlots; i++) { ICharacterInstance *charInst = entity->GetCharacter(i); if (charInst) { charInst->GetISkeletonAnim()->SetDebugging(enable); IAttachmentManager* pAttachmentManager = charInst->GetIAttachmentManager(); for(int32 attachmentIndex=0; attachmentIndex<pAttachmentManager->GetAttachmentCount(); ++attachmentIndex) { IAttachment* pAttachment = pAttachmentManager->GetInterfaceByIndex(attachmentIndex); assert(pAttachment); IAttachmentObject* pObject = pAttachment->GetIAttachmentObject(); if (pObject) { ICharacterInstance* pObjectCharInst = pObject->GetICharacterInstance(); if (pObjectCharInst) { pObjectCharInst->GetISkeletonAnim()->SetDebugging(enable); } } } } } } } }
void CBodyDestrutibilityInstance::ResetMaterials( IEntity& characterEntity, ICharacterInstance& characterInstance ) { characterEntity.SetSlotMaterial(0, NULL); IAttachmentManager *pAttachmentManager = characterInstance.GetIAttachmentManager(); CRY_ASSERT(pAttachmentManager); const uint32 attachmentCount = (uint32)pAttachmentManager->GetAttachmentCount(); for(TOriginalMaterials::iterator it = m_originalMaterials.begin(); it != m_originalMaterials.end(); ++it) { IAttachmentObject *pAttachmentObject = (it->first < attachmentCount) ? pAttachmentManager->GetInterfaceByIndex(it->first)->GetIAttachmentObject() : NULL; if (pAttachmentObject) { pAttachmentObject->SetReplacementMaterial(it->second); it->second->Release(); } } m_originalMaterials.clear(); }
ILightSource* CEffectsController::GetLightSource(const TAttachedEffectId effectId) const { CRY_ASSERT(m_pOwnerEntity); TAttachedEffects::const_iterator effectCit = std::find(m_attachedEffects.begin(), m_attachedEffects.end(), effectId); if (effectCit != m_attachedEffects.end()) { const SEffectInfo &effectInfo = *effectCit; if (effectInfo.entityEffectSlot >= 0) { SEntitySlotInfo slotInfo; if(m_pOwnerEntity->GetSlotInfo(effectInfo.entityEffectSlot, slotInfo) && slotInfo.pLight) { return slotInfo.pLight; } } if (effectInfo.characterEffectSlot >= 0) { SEntitySlotInfo slotInfo; if (m_pOwnerEntity->GetSlotInfo(effectInfo.characterEffectSlot, slotInfo) && slotInfo.pCharacter) { IAttachmentManager *pAttachmentManager = slotInfo.pCharacter->GetIAttachmentManager(); IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(effectInfo.helperName.c_str()); if (pAttachment) { IAttachmentObject *pAttachmentObject = pAttachment->GetIAttachmentObject(); if (pAttachmentObject != NULL && (pAttachmentObject->GetAttachmentType() == IAttachmentObject::eAttachment_Light)) { return static_cast<CLightAttachment *>(pAttachmentObject)->GetLightSource(); } } } } } return NULL; }
void CBodyDestrutibilityInstance::ReplaceMaterial( IEntity& characterEntity, ICharacterInstance& characterInstance, IMaterial& replacementMaterial ) { IMaterial* pCurrentMaterial = characterInstance.GetIMaterial(); if ((pCurrentMaterial != NULL) && stricmp(pCurrentMaterial->GetName(), replacementMaterial.GetName())) { characterEntity.SetSlotMaterial(0, &replacementMaterial); } const bool storeOriginalReplacementMaterials = m_originalMaterials.empty(); IAttachmentManager *pAttachmentManager = characterInstance.GetIAttachmentManager(); CRY_ASSERT(pAttachmentManager); const int attachmentCount = pAttachmentManager->GetAttachmentCount(); for (int attachmentIdx = 0; attachmentIdx < attachmentCount; ++attachmentIdx) { IAttachmentObject *pAttachmentObject = pAttachmentManager->GetInterfaceByIndex(attachmentIdx)->GetIAttachmentObject(); if (pAttachmentObject) { IMaterial* pAttachMaterial = (IMaterial*)pAttachmentObject->GetBaseMaterial(); if ((pAttachMaterial != NULL) && stricmp(pAttachMaterial->GetName(), replacementMaterial.GetName())) { if (storeOriginalReplacementMaterials) { IMaterial* pOriginalReplacementMaterial = pAttachmentObject->GetReplacementMaterial(); if(pOriginalReplacementMaterial != NULL) { pOriginalReplacementMaterial->AddRef(); m_originalMaterials.push_back(TAttachmentMaterialPair((uint32)attachmentIdx, pOriginalReplacementMaterial)); } } pAttachmentObject->SetReplacementMaterial(&replacementMaterial); } } } }
void CAICorpse::SetupFromSource( IEntity& sourceEntity, ICharacterInstance& characterInstance, const uint32 priority) { // 1.- Move resources from source entity, into AICorpse GetEntity()->SetFlags(GetEntity()->GetFlags() | (ENTITY_FLAG_CASTSHADOW)); sourceEntity.MoveSlot(GetEntity(), 0); // Moving everything from one slot into another will also clear the render proxies in the source. // Thus, we need to invalidate the model so that it will be properly reloaded when a non-pooled // entity is restored from a save-game. CActor* sourceActor = static_cast<CActor*>(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(sourceEntity.GetId())); if (sourceActor != NULL) { sourceActor->InvalidateCurrentModelName(); } // 2.- After 'MoveSlot()', characterInstance is now stored inside CAICorpse // It needs to be now updated from the entity system characterInstance.SetFlags( characterInstance.GetFlags() | CS_FLAG_UPDATE ); #if AI_CORPSES_ENABLE_SERIALIZE m_modelName = characterInstance.GetFilePath(); #endif // 3.- Search for any attached weapon and clone them IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem(); IAttachmentManager* pAttachmentManager = characterInstance.GetIAttachmentManager(); const uint32 attachmentCount = (uint32)pAttachmentManager->GetAttachmentCount(); for(uint32 i = 0; i < attachmentCount ; ++i) { IAttachment* pAttachment = pAttachmentManager->GetInterfaceByIndex(i); assert(pAttachment != NULL); IAttachmentObject* pAttachmentObject = pAttachment->GetIAttachmentObject(); if((pAttachmentObject == NULL) || (pAttachmentObject->GetAttachmentType() != IAttachmentObject::eAttachment_Entity)) continue; const EntityId attachedEntityId = static_cast<CEntityAttachment*>(pAttachmentObject)->GetEntityId(); IItem* pItem = pItemSystem->GetItem(attachedEntityId); if(pItem != NULL) { if(AllowCloneAttachedItem( pItem->GetEntity()->GetClass() )) { if(m_attachedItemsInfo.size() < m_attachedItemsInfo.max_size()) { AttachedItem attachedItemInfo; attachedItemInfo.pClass = pItem->GetEntity()->GetClass(); attachedItemInfo.attachmentName = pAttachment->GetName(); attachedItemInfo.id = CloneAttachedItem( attachedItemInfo, pAttachment ); m_attachedItemsInfo.push_back(attachedItemInfo); } } } } //Only accept requested priority if it has attached weapons m_priority = (m_attachedItemsInfo.size() > 0) ? priority : 0; //Force physics to sleep immediately (if not already) IPhysicalEntity* pCorpsePhysics = GetEntity()->GetPhysics(); if(pCorpsePhysics != NULL) { pe_action_awake awakeAction; awakeAction.bAwake = 0; pCorpsePhysics->Action( &awakeAction ); } }